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METODE ID2D1Geometry::GetWidenedBounds

Mendapatkan batas geometri setelah dilebarkan oleh lebar dan gaya goresan yang ditentukan dan diubah oleh matriks yang ditentukan.

Daftar kelebihan beban

Metode Deskripsi
GetWidenedBounds(FLOAT,ID2D1StrokeStyle*,D2D1_MATRIX_3X2_F&,D2D1_RECT_F*) Mendapatkan batas geometri setelah dilebarkan oleh lebar dan gaya goresan yang ditentukan dan diubah oleh matriks yang ditentukan.
GetWidenedBounds(FLOAT,ID2D1StrokeStyle*,D2D1_MATRIX_3X2_F*,D2D1_RECT_F*) Mendapatkan batas geometri setelah dilebarkan oleh lebar dan gaya goresan yang ditentukan dan diubah oleh matriks yang ditentukan.
GetWidenedBounds(FLOAT,ID2D1StrokeStyle*,D2D1_MATRIX_3X2_F&,FLOAT,D2D1_RECT_F*) Mendapatkan batas geometri setelah dilebarkan oleh lebar dan gaya goresan yang ditentukan dan diubah oleh matriks yang ditentukan.
GetWidenedBounds(FLOAT,ID2D1StrokeStyle*,D2D1_MATRIX_3X2_F*,FLOAT,D2D1_RECT_F*) Mendapatkan batas geometri setelah dilebarkan oleh lebar dan gaya goresan yang ditentukan dan diubah oleh matriks yang ditentukan.

Contoh

Kode berikut menunjukkan cara menggunakan GetWidenedBounds untuk mengambil batas geometri setelah diperlebar oleh lebar dan gaya goresan yang ditentukan dan diubah oleh matriks yang ditentukan.

HRESULT hr = S_OK;

D2D1_RECT_F bounds;
D2D1_RECT_F inflatedPixelBounds;
D2D1_SIZE_U inflatedIntegerPixelSize;
D2D1_SIZE_U currentRTSize;
D2D1_MATRIX_3X2_F translateMatrix;
float dpiX, dpiY;
float scaleX = 1.0f;
float scaleY = 1.0f;

ID2D1BitmapRenderTarget *pCompatRT = NULL;
SafeReplace(&pCompatRT, *ppBitmapRT);

ID2D1SolidColorBrush *pBrush = NULL;

hr = pBaseRT->CreateSolidColorBrush(
    D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f),
    &pBrush
    );
if (SUCCEEDED(hr))
{
    pBaseRT->GetDpi(&dpiX, &dpiY);
    if (fill)
    {
        hr = pIGeometry->GetBounds(
            pWorldTransform,
            &bounds
            );
    }
    else
    {
        hr = pIGeometry->GetWidenedBounds(
            strokeWidth,
            pStrokeStyle,
            pWorldTransform,
            &bounds
            );
    }

    if (SUCCEEDED(hr))
    {
        //
        // A rect where left > right is defined to be empty.
        //
        // The slightly baroque expression used below is an idiom that also
        // correctly handles NaNs (i.e., if any of the coordinates of the bounds is
        // a NaN, we want to treat the bounds as empty)
        //
        if (
            !(bounds.left <= bounds.right) ||
            !(bounds.top <= bounds.bottom)
           )
        {
            // Bounds are empty or ill-defined.

            // Make up a fake bounds
            inflatedPixelBounds.top = 0.0f;
            inflatedPixelBounds.left = 0.0f;
            inflatedPixelBounds.bottom = 1.0f;
            inflatedPixelBounds.right = 1.0f;
        }
        else
        {
            //
            // We inflate the pixel bounds by 1 in each direction to ensure we have
            // a border of completely transparent pixels around the geometry.  This
            // ensures that when the realization is stretched the alpha ramp still
            // smoothly falls off to 0 rather than being clipped by the rect.
            //
            inflatedPixelBounds.top = floorf(bounds.top*dpiY/96)-1.0f;
            inflatedPixelBounds.left = floorf(bounds.left*dpiX/96)-1.0f;
            inflatedPixelBounds.bottom = ceilf(bounds.bottom*dpiY/96)+1.0f;
            inflatedPixelBounds.right = ceilf(bounds.right*dpiX/96)+1.0f;
        }


        //
        // Compute the width and height of the underlying bitmap we will need.
        // Note: We round up the width and height to be a multiple of
        // sc_bitmapChunkSize. We do this primarily to ensure that we aren't
        // constantly reallocating bitmaps in the case where a realization is being
        // zoomed in on slowly and updated frequently.
        //

        inflatedIntegerPixelSize = D2D1::SizeU(
            static_cast<UINT>(inflatedPixelBounds.right - inflatedPixelBounds.left),
            static_cast<UINT>(inflatedPixelBounds.bottom - inflatedPixelBounds.top)
            );

        // Round up
        inflatedIntegerPixelSize.width =
            (inflatedIntegerPixelSize.width + sc_bitmapChunkSize - 1)/sc_bitmapChunkSize * sc_bitmapChunkSize;

        // Round up
        inflatedIntegerPixelSize.height =
            (inflatedIntegerPixelSize.height + sc_bitmapChunkSize - 1)/sc_bitmapChunkSize * sc_bitmapChunkSize;

        //
        // Compute the bounds we will pass to FillOpacityMask (which are in Device
        // Independent Pixels).
        //
        // Note: The DIP bounds do *not* use the rounded coordinates, since this
        // would cause us to render superfluous, fully-transparent pixels, which
        // would hurt fill rate.
        //
        D2D1_RECT_F inflatedDipBounds = D2D1::RectF(
            inflatedPixelBounds.left * 96/dpiX,
            inflatedPixelBounds.top * 96/dpiY,
            inflatedPixelBounds.right * 96/dpiX,
            inflatedPixelBounds.bottom * 96/dpiY
            );

        if (pCompatRT)
        {
            currentRTSize = pCompatRT->GetPixelSize();
        }
        else
        {
            // This will force the creation of a new target
            currentRTSize = D2D1::SizeU(0,0);
        }

        //
        // We need to ensure that our desired render target size isn't larger than
        // the max allowable bitmap size. If it is, we need to scale the bitmap
        // down by the appropriate amount.
        //

        if (inflatedIntegerPixelSize.width > maxRealizationDimension)
        {
            scaleX = maxRealizationDimension/static_cast<float>(inflatedIntegerPixelSize.width);
            inflatedIntegerPixelSize.width = maxRealizationDimension;
        }

        if (inflatedIntegerPixelSize.height > maxRealizationDimension)
        {
            scaleY = maxRealizationDimension/static_cast<float>(inflatedIntegerPixelSize.height);
            inflatedIntegerPixelSize.height = maxRealizationDimension;
        }


        //
        // If the necessary pixel dimensions are less than half the existing
        // bitmap's dimensions (in either direction), force the bitmap to be
        // reallocated to save memory.
        //
        // Note: The fact that we use > rather than >= is important for a subtle
        // reason: We'd like to have the property that repeated small changes in
        // geometry size do not cause repeated reallocations of memory. >= does not
        // ensure this property in the case where the geometry size is close to
        // sc_bitmapChunkSize, but > does.
        //
        // Example:
        //
        // Assume sc_bitmapChunkSize is 64 and the initial geometry width is 63
        // pixels. This will get rounded up to 64, and we will allocate a bitmap
        // with width 64. Now, say, we zoom in slightly, so the new geometry width
        // becomes 65 pixels. This will get rounded up to 128 pixels, and a new
        // bitmap will be allocated. Now, say the geometry drops back down to 63
        // pixels. This will get rounded up to 64. If we used >=, this would cause
        // another reallocation.  Since we use >, on the other hand, the 128 pixel
        // bitmap will be reused.
        //

        if (currentRTSize.width > 2*inflatedIntegerPixelSize.width ||
            currentRTSize.height > 2*inflatedIntegerPixelSize.height
           )
        {
            SafeRelease(&pCompatRT);
            currentRTSize.width = currentRTSize.height = 0;
        }

        if (inflatedIntegerPixelSize.width > currentRTSize.width ||
            inflatedIntegerPixelSize.height > currentRTSize.height
           )
        {
            SafeRelease(&pCompatRT);
        }

        if (!pCompatRT)
        {
            //
            // Make sure our new rendertarget is strictly larger than before.
            //
            currentRTSize.width =
                max(inflatedIntegerPixelSize.width, currentRTSize.width);

            currentRTSize.height =
                max(inflatedIntegerPixelSize.height, currentRTSize.height);

            D2D1_PIXEL_FORMAT alphaOnlyFormat =
                D2D1::PixelFormat(
                    DXGI_FORMAT_A8_UNORM,
                    D2D1_ALPHA_MODE_PREMULTIPLIED
                    );

            hr = pBaseRT->CreateCompatibleRenderTarget(
                NULL, // desiredSize
                &currentRTSize,
                &alphaOnlyFormat,
                D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS_NONE,
                &pCompatRT
                );
        }

        if (SUCCEEDED(hr))
        {
            //
            // Translate the geometry so it is flush against the left and top
            // sides of the render target.
            //

            translateMatrix =
                D2D1::Matrix3x2F::Translation(
                    -inflatedDipBounds.left,
                    -inflatedDipBounds.top
                    ) *
                D2D1::Matrix3x2F::Scale(
                    scaleX,
                    scaleY
                    );

            if (pWorldTransform)
            {
                pCompatRT->SetTransform(
                    *pWorldTransform * translateMatrix
                    );
            }
            else
            {
                pCompatRT->SetTransform(
                    translateMatrix
                    );
            }

            //
            // Render the geometry.
            //

            pCompatRT->BeginDraw();

            pCompatRT->Clear(
                D2D1::ColorF(0.0f, 0.0f, 0.0f, 0.0f)
                );

            if (fill)
            {
                pCompatRT->FillGeometry(
                    pIGeometry,
                    pBrush
                    );
            }
            else
            {
                pCompatRT->DrawGeometry(
                    pIGeometry,
                    pBrush,
                    strokeWidth,
                    pStrokeStyle
                    );
            }

            hr = pCompatRT->EndDraw();
            if (SUCCEEDED(hr))
            {
                //
                // Report back the source and dest bounds (to be used as input parameters
                // to FillOpacityMask.
                //
                *pMaskDestBounds = inflatedDipBounds;

                *pMaskSourceBounds = D2D1::Rect<float>(
                    0.0f,
                    0.0f,
                    static_cast<float>(inflatedDipBounds.right - inflatedDipBounds.left)*scaleX,
                    static_cast<float>(inflatedDipBounds.bottom - inflatedDipBounds.top)*scaleY
                    );

                if (*ppBitmapRT != pCompatRT)
                {
                    SafeReplace(ppBitmapRT, pCompatRT);
                }
            }
        }
    }
    pBrush->Release();
}

Persyaratan

Persyaratan Value
Pustaka
D2d1.lib
DLL
D2d1.dll

Baca juga

ID2D1Geometry